It was Murloc Tidehunter, which is the 2nd best of the Murlocs in Arena. Bluegill's charge makes it a little more flexible but Tidehunter isn't too bad.
Finally got my key today, right in the middle of super busy week #1. Sigh. Better than not getting it, of course.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
(December 3rd, 2013, 18:45)v8mark Wrote: Sigh indeed. Still waiting. You know things are bad when you're tempted by a £25 key on ebay. But I will resist... congrats on your key tho!
Thanks! Yeah, you're definitely right to not buy a key. It's only a month or two until open beta, and the risk of getting screwed over is pretty high.
Besides, as fun as I'm already finding Hearthstone to be, it's probably not worth £25.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
I play this game from time to time, using a key that a friend got. I also watch some youtube videos when I'm on the mood to rest my head a bit. I like the game because you don't have to think that much, usually the best play is pretty obvious.
My best Arena runs were always with Rogue. I find cards like backstab, eviscerate, deadly poison, cold blood to be really useful, while still being very cheap. Plus, Rogue is probably the best class to play second with. As someone said before, the coin is a free combo.
Currently on a 3/0 run with a rogue. Hopefully I can beat my record of 7 wins.
I've been too busy IRL to play much but a quick update on my Arena deck: I'm currently sitting at 4-1. The early game is really weak/scary but if I can get over that without losing too much tempo it's really strong. So pretty much as expected.
I'll write-up some more details when I finish but here's a highlight from Game 3 against a Mage:
My early game was absolute trash but I manage to hold on to late game, where in two consecutive turns I Mind Control a 5/3 Mana Wyrm and then Archmage Antonidas. For those who don't know, the Mana Wyrm's attack grows by 1 every time I cast a spell and Archmage Antonidas has a special ability where I gain a Fireball spell in hand every time I cast a spell. Next turn I cast Thoughtsteal (spell 1) and copy a Mirror Images (spell 2) and Arcane Missiles (spell 3) from the Mage's deck. Now I have a 9/3 Mana Wyrm and 3 Fireball spells in my hand! And the fireballs replace themselves and grow the Wyrm!
The Mage is at 38 health (Ice Barrier) and I'm at 8 health but I win two turns later. Basically the only way I could have lost was the Mage topdecking a Pyroblast.
I'll post the composition of the deck later. Is pretty much a perfect rogue deck, as far as I can see - lots of weapons, lots of cheap cards with a lot of value (almost all my minions give a buff when they enter the game, that's a very big deal). Sometimes the draft just goes your way.
Good luck! Are you (or anyone else, for that matter) on the "Americas" server? I don't know if that's just NA or also SA.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Went 9/1 after reaching 8/0. The game I lost was due to double Pyroblast... I had complete control of the board and could have won next turn, but getting hit by 20 damage is just too much...
Unfortunately, I though I could screenshot my deck after finishing the games, but they disappear from the interface...